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Players were given a taste of our game a couple of years ago when we released Spatial Fear: Prologue for Unreal Tournament. It was a short total conversion game showing off the universe we created and the gameplay style we were shooting for.

We've now moved to the Source engine (Half-Life 2) to power our next project, Spatial Fear. While our first release was more of a teaser to give players an idea of what to expect, Spatial Fear will be a full-fledged game.

We believe we can provide a unique experience by combining immersive environments, an engrossing storyline, atmospheric settings, and frenetic action. One of these factors will not be sacrificed for another. Seamlessly blending all four will ensure a game that will appeal to the audience possible while still remaining fun.

Rather than pushing the technological envelope to it’s boundaries, our aim is to present a game with artistic maturity. Our goal is to avoid common mistakes such as clichéd characters and enemies, locations that are too familiar and boring, and a storyline that’s predictable and fails to engage the player.

The gameworld we’ve created is set in the far future. Humankind has traveled the stars and explored and populated many worlds. The story starts aboard a massive Deployment Ship and the planet it orbits.

The gameplay of Spatial Fear is a combination of fast action and slow-building tension. Playing through the eyes of the lead character, the player will always experience the action and story firsthand. Rather than creating a mission-based structure, which can oftentimes be disjointing to the player, we are developing a progressive structure.

The player will guide the lead character through a variety of locales. Beginning at the starport and having the option to explore and receive training, he will then seamlessly move on to the massive Deployment ship, GDU Antimatter Discharge, undergo cryostasis and wake up to find the ship has been boarded by an alien species. The player then will search through the ship looking for clues and survivors, and eventually escape.

The lead character of the story is Deployment Officer Jael Kenos, newly graduated “deployment technician.” Throughout the story, Jael will meet and develop relationships with fellow crewmates, rescue survivors, and run into a collection of various lifeforms and aliens.

Spatial Fear 2 is proud to release four new pieces of art. Two are of the main antagonist alien races drawn by our very own Billy Lawrence, and the second two are parts of the Antimatter Discharge ship. The first is the Workers Only Area and the second is a WIP of the Park area.

Our coding team is moving along nicely, and from what Andrew tells us, most of the weaponry has been coded, and we are well on our way to hitting a summer release for Chapter One.

Some additions to the team have been made, most notably a new mapper who completed the areas above, known as Omega. He's really been working his ass off and we at Spatial Fear would like to recognize him and Billy for their efforts.

We are still looking to fill positions, so please e-mail me at rdaly23@gmail.com if you would like to be a part of the team.